/* * Copyright (C) 2008 Apple Inc. All rights reserved. * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "FloatQuad.h" #include #include using namespace std; namespace WebCore { static inline float min4(float a, float b, float c, float d) { return min(min(a, b), min(c, d)); } static inline float max4(float a, float b, float c, float d) { return max(max(a, b), max(c, d)); } inline float dot(const FloatSize& a, const FloatSize& b) { return a.width() * b.width() + a.height() * b.height(); } inline float determinant(const FloatSize& a, const FloatSize& b) { return a.width() * b.height() - a.height() * b.width(); } inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3) { // Compute vectors FloatSize v0 = t3 - t1; FloatSize v1 = t2 - t1; FloatSize v2 = p - t1; // Compute dot products float dot00 = dot(v0, v0); float dot01 = dot(v0, v1); float dot02 = dot(v0, v2); float dot11 = dot(v1, v1); float dot12 = dot(v1, v2); // Compute barycentric coordinates float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01); float u = (dot11 * dot02 - dot01 * dot12) * invDenom; float v = (dot00 * dot12 - dot01 * dot02) * invDenom; // Check if point is in triangle return (u >= 0) && (v >= 0) && (u + v <= 1); } FloatRect FloatQuad::boundingBox() const { float left = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); return FloatRect(left, top, right - left, bottom - top); } static inline bool withinEpsilon(float a, float b) { return fabs(a - b) < numeric_limits::epsilon(); } bool FloatQuad::isRectilinear() const { return (withinEpsilon(m_p1.x(), m_p2.x()) && withinEpsilon(m_p2.y(), m_p3.y()) && withinEpsilon(m_p3.x(), m_p4.x()) && withinEpsilon(m_p4.y(), m_p1.y())) || (withinEpsilon(m_p1.y(), m_p2.y()) && withinEpsilon(m_p2.x(), m_p3.x()) && withinEpsilon(m_p3.y(), m_p4.y()) && withinEpsilon(m_p4.x(), m_p1.x())); } bool FloatQuad::containsPoint(const FloatPoint& p) const { return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4); } // Note that we only handle convex quads here. bool FloatQuad::containsQuad(const FloatQuad& other) const { return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4()); } static inline FloatPoint rightMostCornerToVector(const FloatRect& rect, const FloatSize& vector) { // Return the corner of the rectangle that if it is to the left of the vector // would mean all of the rectangle is to the left of the vector. // The vector here represents the side between two points in a clockwise convex polygon. // // Q XXX // QQQ XXX If the lower left corner of X is left of the vector that goes from the top corner of Q to // QQQ the right corner of Q, then all of X is left of the vector, and intersection impossible. // Q // FloatPoint point; if (vector.width() >= 0) point.setY(rect.maxY()); else point.setY(rect.y()); if (vector.height() >= 0) point.setX(rect.x()); else point.setX(rect.maxX()); return point; } bool FloatQuad::intersectsRect(const FloatRect& rect) const { // For each side of the quad clockwise we check if the rectangle is to the left of it // since only content on the right can onlap with the quad. // This only works if the quad is convex. FloatSize v1, v2, v3, v4; // Ensure we use clockwise vectors. if (!isCounterclockwise()) { v1 = m_p2 - m_p1; v2 = m_p3 - m_p2; v3 = m_p4 - m_p3; v4 = m_p1 - m_p4; } else { v1 = m_p4 - m_p1; v2 = m_p1 - m_p2; v3 = m_p2 - m_p3; v4 = m_p3 - m_p4; } FloatPoint p = rightMostCornerToVector(rect, v1); if (determinant(v1, p - m_p1) < 0) return false; p = rightMostCornerToVector(rect, v2); if (determinant(v2, p - m_p2) < 0) return false; p = rightMostCornerToVector(rect, v3); if (determinant(v3, p - m_p3) < 0) return false; p = rightMostCornerToVector(rect, v4); if (determinant(v4, p - m_p4) < 0) return false; // If not all of the rectangle is outside one of the quad's four sides, then that means at least // a part of the rectangle is overlapping the quad. return true; } bool FloatQuad::isCounterclockwise() const { // Return if the two first vectors are turning clockwise. If the quad is convex then all following vectors will turn the same way. return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0; } } // namespace WebCore